Stellaris

Stellaris

Animated Raptor Portraits: Revisited
43 Komentar
The Word-Mule 26 Jun 2024 @ 1:56am 
Shadow1474 10 Jun 2024 @ 1:35pm 
I hope this gets updated sooner or later, I miss my raptors.
alexusher_92 25 Mei 2024 @ 5:51am 
Me 2. It is awesome, and i have made quite a lot of civs, i now can not play any more :(
jtbush00 15 Mei 2024 @ 9:03pm 
I want this mod back, I love it so much
fedekk2014 18 Sep 2023 @ 6:05am 
3.9 compatibility?
corsairmarks  [pembuat] 7 Jan 2023 @ 5:32pm 
@spartan1096 - from the description above:

> Built for Stellaris version 3.6 "Orion." Not compatible with achievements.
spartan1096 6 Jan 2023 @ 11:33pm 
3.6 compatibility?
Lewiatan 6 Jun 2022 @ 1:10pm 
@corsairmarks Thanks for letting me know; I hope this bug is on devs' radar then.
Shadow1474 5 Jun 2022 @ 10:11pm 
@corsairmarks - It may very well be Cybrxkhan's Assortment of Namelists for Stellaris that I use. I did some research and it apparently affects army names. This aside Random Species Names are the only extra namelist mods I use, so again, not a fault on your mod. I appreciate you letting me know though because it did help me find out the more probable cause. :steamhappy:
corsairmarks  [pembuat] 5 Jun 2022 @ 5:12pm 
@Lewiatan The code in this mod is correct, the names not displaying correctly during empire creation is a bug with the game and affects all pre-scripted and saved empire designs. The bug may be fixed once Stellaris version 3.4.4 is released.
corsairmarks  [pembuat] 5 Jun 2022 @ 5:11pm 
@Shadow1474 you can export your mod list (and order) using the Paradox Launcher - screenshot: https://www.screencast.com/t/cMphUaoTB

As for the incorrect army name - what namelist is the relevant empire using? Paradox changed how the number formatting for army/ship names works in 3.4 and so any namelist mods not updated for 3.4 will be using the old-style text and no longer have the format marks correctly replaced with numbers. I have updated all of the Silfae's series mod namelists to comply with the new changes.
Lewiatan 5 Jun 2022 @ 1:50pm 
Correction. When I want to create the empire from scratch using the raptor species, it does have broken names and text for this species in the empire creator menu.
Lewiatan 5 Jun 2022 @ 1:47pm 
Hello, since the update 3.4 was released the mod has broken text in my game so I get generic "NAME_CHARACTER_FIRST..." in the game. However, in the empire creator their names are correct.

I resubscribed the mod and it's original one required for this one to work and verified the game files. The issue still exists.

Any ideas what should I check?
Shadow1474 5 Jun 2022 @ 8:08am 
@corsairmarks - After further testing, it seems to be caused by a trait I was using and isn't the species mod itself which is at least good. Sorry for the trouble.

I'm still not sure about the army name though. Either way, it's not a big deal because they can be manually renamed.
Shadow1474 5 Jun 2022 @ 6:16am 
@corsairmarks - I use quite a large load order but I'm no stranger to modding in general from other games so I've done all the common practices and tried my best to get it all working nicely (for the most part, at least). Though, I'll admit I'm a bit clueless when it comes to this games' modding. If you still want my load order, is there a way to obtain it through text file or something?

When I assigned a general to my colony, it created a surface guard army and it was named "%O% Surface Guard".

EDIT - I realized those two mods I previously linked have nothing to do with my issue.
corsairmarks  [pembuat] 4 Jun 2022 @ 11:22pm 
@Shadow1474 What other mods are you using? Neither this mod, nor the original dependency, alters anything to do with resources.

Also, as for naming, what issues are you experiencing in particular? This mod supports all built-in army types.
Shadow1474 4 Jun 2022 @ 10:40pm 
As soon as factions spawn, I lose the ability to trade consumer goods in the market and it says "RESOURCE_NOT_TRADABLE" as a description for it. I've had this issue for some time and have been trying very hard to single it out but it doesn't happen to other species so I have to assume it's the dinosaur species itself. I've tested two official species and it doesn't happen.

Also, I'm not sure if this is the caused by this mod directly, but sometimes the surface guard planet armies seem to have messed up names.
corsairmarks  [pembuat] 24 Nov 2021 @ 11:53pm 
@Rio updated!
corsairmarks  [pembuat] 24 Nov 2021 @ 12:31pm 
Yes, all of these will be updated. I should begin releasing the simpler Silfae's Revisited series mods tonight. There are some new feature that required adjustments from portrait mods.
Silvárodon 24 Nov 2021 @ 8:28am 
will this mod be updated? I really want my Saurian Confederacy to take over the galaxy.
corsairmarks  [pembuat] 24 Okt 2021 @ 6:43pm 
@Rio you'll get the default Mammalian planetview appearance for Ecumenopolis planets (or whatever is defined as the fallback - most built-in graphical cultures fall back to Mammalian, but some of Silfae's fall back to Reptilian or Molluscoid).

I'm pretty sure that's how the game handles fallbacks, but I haven't tried it myself.
Silvárodon 23 Okt 2021 @ 4:32pm 
@corairmarks
What kind of errors will occur if I did turn off the silfae city set mod? I ask this as I would prefer to disable that mod but keep both raptor mods.
corsairmarks  [pembuat] 23 Sep 2021 @ 8:55pm 
@Kaiser Nikolaus I thanks for the report. I tried several ways of delayed and alternative spawning for the mining stations, but they just wanted to keep collection. I ended up needing to move the motes to other planets to resolve the issue.

This might have been a change in 3.1 - it seems mining stations simple collect every resource now, and a mote deposit prevents you from building one (in-game) on a planet with minerals and motes.
Kaiser Nikolaus I 22 Sep 2021 @ 1:30pm 
I've found a tiny little bug. When starting up a new save, rare materials like Motes and Crystals are being extracted from pre-existing mining stations without the requisite tech researched. Disbanding and recreating mining stations fixes that.
corsairmarks  [pembuat] 9 Sep 2021 @ 11:33am 
If it doesn't - add this line to your empire's definition in the user empires file:

flags = { is_astroraptors }
corsairmarks  [pembuat] 9 Sep 2021 @ 11:31am 
@VanquilKnight the personality is tied to a country flag "is_astroraptors". Those are copied when you clone the empire, so yes the copied/edited empire will have the same personality. The custom diplo phrases are controlled by the AI personality, so that empire will also use those.
VanquilKnight 9 Sep 2021 @ 7:01am 
So i want to get the AI personality of these Raptors, but I want to use a different species portrait along with changing their civics, traits, etc. If I clone the pre-made Glorious Crescent Empire and edit that, will I still get Pretentious Conquerors?
Kaiser Nikolaus I 27 Agu 2021 @ 6:25pm 
You are a godsend.
corsairmarks  [pembuat] 27 Agu 2021 @ 10:13am 
@Typh it depends. As long as the pack did not rename any of the original graphics and contains all of the original code, probably. I don't always override all of the original code files, so you might find some strange behavior or even CTDs if something is missing.
Typh 27 Agu 2021 @ 7:57am 
a question with these revisited mods. I have since susbscribed to a race pack that included all of Silfae's races among others. This Mod will still work or no?
corsairmarks  [pembuat] 21 Agu 2021 @ 3:35pm 
@Deadsea I'm not an animator, so unfortunately I can't help. I can fix up any of the game code that's out of date, however.
Fallen Sky 21 Agu 2021 @ 3:29pm 
do anyone know a version with the scientifically accurate raptors?
Deadsea 21 Agu 2021 @ 3:13pm 
@corsairmarks. Question, would you ever consider adding animations to other portrait/species mods? Like for example Space Dwarves https://sp.zhabite.com/sharedfiles/filedetails/?id=908444761&searchtext=dwarves by mochakingup(originally) & Malthus (Who updated and improved upon it. It's always been a bummer that such a great set has no animations.
Svijj 19 Agu 2021 @ 9:50am 
Thank you for updating these classics! You're doing the community a huge favor!
corsairmarks  [pembuat] 18 Agu 2021 @ 9:38pm 
@Squams Glad it worked for you!
Squams 18 Agu 2021 @ 7:02pm 
I un- and re-subbed to all of the mods involved. Now it seems to be working. THanks
corsairmarks  [pembuat] 18 Agu 2021 @ 5:38pm 
@Squams Do you have any other mods that include this species and/or system?

For what it's worth, the systems don't appear in alphabetical order. On my system Twin Quarks appears after Deneb (a built-in initializer) and Chermergatus (the Aquilese system).

Another good way of troubleshooting it to unsubscribe from Silfae's original mod and this one, close the Launcher, resubscribe to them, and reopen the Launcher but don't start the game until downloading completes. Two of my installs of Sifae's mods broke this way while I was doing development work.

If you'd like to troubleshoot, I can be found on Discord @corsairmarks#7344
Squams 18 Agu 2021 @ 11:20am 
I just cannot get this mod to work, no matter the order I put it in. I have gotten the revisisted Hollow one to work, but this one just loads the old animated raptors mod without the new initial system. Any suggestions to try?
T'erissk 17 Agu 2021 @ 10:43pm 
Yay! Someone finally did something with this mod ^^
corsairmarks  [pembuat] 17 Agu 2021 @ 1:08pm 
@Teonirn They are on my list. I believe Hollow is the next-most-complete one I have. About to publish the Xirmians.
Teonirn 17 Agu 2021 @ 12:51pm 
Silfae would be proud of your renditions! I wonder if you would consider revisiting their other mods, like The Hidden Eye and Hollows?
corsairmarks  [pembuat] 17 Agu 2021 @ 5:24am 
@Kaiser Nhyla You're welcome! Glad you like it.
Kaiser Nhyla 17 Agu 2021 @ 2:01am 
Hype! Thanks!